Guide:ENBSeries: Difference between revisions
From Step Mods | Change The Game
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<pre>AOMixingTypeInterior=2 | <pre>AOMixingTypeInterior=2 | ||
UseOldType=(false, true)</pre> | UseOldType=(false, true)</pre> | ||
== Editing Subsurface Scattering == | |||
Subsurface scattering (SSS) is an effect to give transparent objects, like skin or candle wax, a more transparent look. Light can pass through objects to light the back side or return to the surface to help give off a glow, much like a glowing candle. If using a specific ENB Profile then it is not recommended to change these values because the profile author may have already balanced these setting to look best with the ENB settings. | |||
This setting determines the overall performance of SSS. This parameter is not working yet, as of ENB Series v0.220, so leave it set at 0. | |||
<pre>Quality=0</pre> | |||
This determines the distance at which SSS starts to show up on characters and objects that use it. This should be left where the ENB Profile has it set, since the author has it balanced accordingly. | |||
<pre>Radius=5.0</pre> | |||
This parameter is the actual amount of SSS that is calculated in game. Raising this number above "1.0" is not recommended, and may look bad in game causing neck seem issues. | |||
<pre>Amount=1.0</pre> | |||
The parameter is light upper layer use, mimicking the upper layers of skin having brighter semi-transparency and it differs from lower skin layers that have blood and flesh underneath. Not used by objects like wax candles or milk. | |||
<pre>EpidermalAmount=4.0</pre> | |||
This parameter is the type translucency that a material has to light, to simulate light passing through a transparent or semitransparent object. | |||
<pre>SubdermalAmount=12.0</pre> | |||
Both the next two parameter work the same by applying saturation to the diffuse texture of the models. Normal skin color will turn to red, and it is recommended to only use SubdermalDiffuseSaturation as it fits better with skin lighting. | |||
<pre>EpidermalDiffuseSaturation=0.0 | |||
SubdermalDiffuseSaturation=0.9</pre> | |||
This parameter is how SSS is blended with vanilla skin and subdermal lighting. Epidermal lighting is applied after the subdermal lighting, so these values tend to be more than the epidermal values. | |||
<pre>EpidermalMix=0.5</pre> | |||
This parameter does not work like the above EpidermalMix, instead low values here let light go through objects to be lit only on back side. Higher values will return more light back to the surface of the object, and gives skin less realistic look. Recommended to keep this setting low and compensate with SubdermalAmount. | |||
<pre>SubdermalMix=0.5</pre> | |||
== Editing Subsurface Scattering == | == Editing Subsurface Scattering == |
Revision as of 22:38, September 20, 2013
Template:Notice A comprehensive guide for properly setting up ENB for n00bs and gurus alike -- by the Wiki Editors & S.T.E.P. Team
- Updated: 22:38:45 20 September 2013 (UTC)